[Bf-cycles] GSoC - Spectral Rendering

Ton Roosendaal ton at blender.org
Wed Apr 10 16:58:14 CEST 2013


Hi,

I agree with Agus here.

Cycles is meant to be a production render engine, to work well for renders of animation sequences, where render time is a very relevant issue.

Our experience with Tears of Steel renders were quite mixed for it, there's a lot of work we could do to investigate better sampling, noise reduction, or related features that give speedup.

Plenty of interesting papers exist in this area, like:
http://groups.csail.mit.edu/graphics/ilfr/

Important topics for cycles is still volumes, GPU hair, baking, shader editing, FSA etc. All stuff that would help people using it for animation or vfx renders.

-Ton-

------------------------------------------------------------------------
Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 10 Apr, 2013, at 3:36, Agustin Benavidez wrote:

> Hi, my humble opinion is that this idea somehow doesn't fit into the Cycles philosophy and focus which is be the best balance between speed and realism/accuracy and animation oriented, We already got great render engines capable of that integrated in blender like Luxrender, spending a Summer Of Code slot to re-do what others complementary OOS projects do best is not worth.
> 
> Here is what you can already do with a relative simple node setup:
> 
> http://www.youtube.com/watch?v=jMsW5gPqS6c
> http://www.blendswap.com/blends/view/39307
> 
> I understand dispersion is not only about little rainbows, but I agree with Dalai, and don't see this improving Cycles general usage. 
> Anyway We need to be open and will be nice to see some examples of the quality boost that this could bring :)
> Best regards.
> Agus
> 
> 
> 
> 2013/4/9 Gavin Howard <gavin.d.howard at gmail.com>
>      David,
>      Cycles has a subsurface scatter node in the development builds,
> correct? If that's the case, I will see if I can render some scenes in
> Cycles and LuxRender to show the difference. It's not going to be the
> best, but it should show something.
>      Gavin H.
> 
> On Tue, Apr 9, 2013 at 5:20 PM, David <erwin94 at gmx.net> wrote:
> > On Apr 10, 2013, at 12:55 AM, Brecht Van Lommel wrote:
> >> On Wed, Apr 10, 2013 at 12:08 AM, David <erwin94 at gmx.net> wrote:
> >>> this is by far the best visual explanation of what separates spectral
> >>> rendering from normal RGB rendering that I have seen:
> >>>
> >>> http://www.luxrender.net/wiki/LuxRender_Textures_Spectrum#Gaussian_spectrum
> >>>
> >>> All lamps in this image would be the same RGB color, and produce the
> >>> same result with non-spectral rendering.
> >>
> >> I don't think that's true? The exact result depends on the wavelength
> >> to RGB conversion function, but a wider gaussian distribution across
> >> the wavelength should give different RGB values than a narrow one? As
> >> the distribution gets wider there will a more even distribution across
> >> the RGB channels.
> >>
> >> It wouldn't be as accurate but the lights would still render different I think?
> >>
> >> Brecht.
> >
> > Ah, you're right, and it is even sort of explained in the text I linked to, so I
> > feel especially dumb. ;)  The width of the distribution corresponds roughly to
> > saturation, it's basically just HSV.
> > So, the only effect that I can think of that is really not approximated by RGB
> > rendering is dispersion? I would love to see an image where the light spectrum
> > makes a noticeable difference, that isn't of a prism or a diamond...
> >
> > till then, David.
> >
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